Subcategories

  • Confirmed House Rules. Learn 'em.

    138 Topics
    948 Posts
    halfgiantH
    4/27/2025 8:49pm CT - Notes on refined manacite For every 10,000 years of refined manacite is equal to 1 spell point per pound, a 20,000 1lb of refined manacite is 2 spell points per pound a 10lb block of 20,000 year old manacite = 20 spell points, per round. The radius found in the floating city had a 5 lb block 20k refined manacite floating a platform 5 miles in diameter.
  • have a bit of lore or character history you want known?

    42 Topics
    101 Posts
    daermadmD
    For future reference, the spire was crystalline star metal. Exact properties are yet undefined. DM leanings are that it is manacite that is formed in a star and has properties that make it conducive to spelljamming. Mostly used in spelljamming helms.
  • 69 Topics
    143 Posts
    daermadmD
    February 03, 2021 added. DaermaAdventures_2021-02-03 0.8G
  • Wand Expertise

    feats epic wand
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    halfgiantH
    Wand Expertise [Epic] [Epic Insights; Epic Level Magic by Andy Collins; Wizards Archive - 03/14/2003] You can activate wands with the speed that an archer fires arrows. Prerequisites: Craft Wand, Master Wand, Quicken Spell, Spellcraft 25 ranks. Benefits: You may activate a wand in place of an attack instead of as a standard action. As a full-round action, you could thus make as many wand activations as you could normally make ranged attacks. For instance, if your base attack bonus is +11, you could activate a wand three times as a full-round action. If you also had the Rapid Shot feat, you could activate the wand four times as a full-round action. Each activation after the first costs one additional charge from the wand, cumulative. Thus, the second activation in a round costs 2 extra charges, the third activation 3 extra charges, and so forth.
  • Smiting Spell

    feats metamagic
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    halfgiantH
    Smiting Spell ( Player’s Handbook II, p. 92) [Metamagic] You can channel the energy of a touch spell into a weapon, causing the spell to discharge when you strike an opponent. Prerequisite Base attack bonus +1, caster level 1st, Benefit You can alter a spell with a range of touch to transfer its energy from your hand to a weapon that you hold. The next time you strike an opponent with that weapon, the spell discharges. The target takes the normal damage and effects of a successful attack in addition to the spell’s effect. Once you place a spell into a weapon, you must discharge it within 1 minute, or its energy dissipates harmlessly. You can place a smiting spell on a piece of ammunition or a projectile, such as a sling bullet, an arrow, or a crossbow bolt. In such a case, the spell dissipates if the attack misses. The spell cannot be placed on a bow, crossbow, sling, or similar weapon that uses ammunition. A smiting spell uses up a spell slot one level higher than the spell’s actual level.
  • Ring of Solar Wings

    magic items rings
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    halfgiantH
    Ring of Solar Wings Magic Item (Book of Exalted Deeds, p. 115) Price: 118,000 gp Body Slot: Ring Caster Level: 12nd Aura: Strong; Transmutation Activation: — Weight: — lb. This brilliant gold ring causes is inlaid with celestial script. When the ring is put on, the wearer grows gleaming white wings (like those of a solar) and gains the ability fly at a speed of 150 feet (good maneuverability). The wings disappear if the ring is removed. If the ring is removed while the wearer is in flight, the wearer floats to the ground as per a feather fall spell. If the wearer already has a functional set of wings, the ring does not create new ones, but the wearer may use the ring’s fly speed if it’s faster. Prerequisites: Forge Ring , Feather Fall, Polymorph .
  • Ocular Spell

    feats metamagic beholder
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    153 Views
    halfgiantH
    Ocular Spell ( Lords of Madness, p. 181) [Metamagic] Your study of the terrible powers of the beholder has given you insight into new ways to prepare and cast spells. Prerequisite Knowledge (dungeoneering) 4 ranks, two or more eyes, Benefit You can cast a spell with a casting time of 1 full round or less as an ocular spell. An ocular spell does not take effect immediately but is instead held in one of your eyes for up to 8 hours. You can store only two ocular spells in this fashion, even if you have more than two eyes. Only ray spells and spells with a target other than personal can be cast as ocular spells. When you choose, you can then cast both of the ocular spells as a full-round action; the spells become brilliant blasts that shoot out from your eyes. You can choose different targets for the two ocular spells. When you release an ocular spell, its effect changes to a ray with a range of up to 60 feet. If the spell previously would have affected multiple creatures, it now affects only the creature struck by the ray. You must succeed on a ranged touch attack to strike your target with an ocular spell, and the target is still permitted any saving throw allowed by the spell. Example: Ferno, an 11th-level wizard with the Ocular Spell feat, could prepare two scorching ray spells as ocular spells, casting them at the beginning of the day. In combat, he can take a full-round action to fi re off both scorching ray spells. He can fire each spell at a different target, and he gets all three rays from each spell. An ocular spell uses up a spell slot two levels higher than the spell’s actual level.
  • Skilled Telekinetic

    feats beholder telekinetic general
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    halfgiantH
    SKILLED TELEKINETIC [GENERAL] You have become so skilled with your telekinesis ability that you can manipulate and use magic items via telekinesis. Prerequisite: Beholder. Benefit: As a standard action, you can use your telekinetic eye ray to trigger a command word, spell completion, or spell trigger magic item so long as it is unattended and you would normally utilize the item when holding it. The item must be within reach of your telekinesis eye ray to trigger its effect, and you must have line of sight with your target and line of effect between the item and the target. The item must otherwise fulfill all the requirements for manipulating an object via telekinesis (such as weight). Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new eyestalk. If you use this feat to strengthen multiple eyestalks so that you can fight with multiple weapons, all the usual rules for doing so apply. Suggested Class/Race: Beholder Dragon Magazine #: 313 (Eye Wares – Potent Powers of the Beholders)
  • Theurgic Creationist

    feats caster level crafting
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    halfgiantH
    THEURGIC CREATIONIST [GENERAL] You can create items using the knowledge gained from all of your spellcasting classes. Prerequisites: Any item creation feat, able to cast spells from two different spell lists. Benefit: When acquiring item creation feats or when creating magic items, you can add together the caster levels of all your spellcasting classes to determine your caster level. For example, a 1st-level bard/1st-level cleric/ 3rd-level wizard could gain Craft Wand and create magic items as a 5th-level caster. Dragon Magazine #: 325 (A Surge of Theurgy – Feats that Combine Class Abilities)
  • Inspired Master

    feats caster level
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    1 Posts
    132 Views
    halfgiantH
    INSPIRED MASTER [GENERAL] Your search for perfection reveals greater power in the magic items you use. Benefit: Any magic item you use is treated as if its caster level were +1 higher than normal. This is not a permanent change to the item and the magic item functions at its normal caster level when used by anyone else. For example, a normal staff of fire with a caster level of 8th functions as it had a caster level of 9th in your hands. Dragon Magazine #: 339 (Planescape – Dead Factions)
  • Surge - Weapon Property

    magic items weapon property
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    229 Views
    halfgiantH
    @daermadm said in Surge - Weapon Property: What kind of damage? Just dice on the main damage dice? Updated the description, short answer is its an extra 1d8 to the weapons damage dice, adopting the normal weapon profile of slashing, piercing, or blunt damage.
  • Gate Key

    magic items wondrous items
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    halfgiantH
    @daermadm said in Gate Key: @halfgiant said in Gate Key: So I am confused here. You are creating a “gate key” that can make up to 60 permanent portals? And the creation of each pair creates new keys specific to using that pair? And you can tear down a set whenever you want if you are maxed out at 60? And all this for under 200,000 gp to make? The short Answer is Yes. It’s a magic item from the Epic Handbook located here
  • Armbands of Resilience

    magic items armbands
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    halfgiantH
    Armbands of Resilience [Reference: Mongoose, Ultimate Magic Items, Page 99] These items always come in pairs; both must be worn to gain any benefit from their magic. Crafted from adamantine, armbands of resilience are generally unadorned, save for a circular inscription of magical runes along both rims. When worn, they render the wearer immune to constitution damage of any sort, stunning affects, daze affects, and death by massive damage. The wearer suffers normal damage from coup de grace attempts, but cannot be slain outright by them as the armbands of resilience automatically allow him to succeed at the required Fortitude save for survival. If the wearer is taken to -1 or fewer hit points but not slain outright, he automatically stabilises and regenerates 1 hit point per round until he returns to 1 hit point. The armbands do not heal further than this, but there is no limit to the number of times per day they can bring back a wearer from negative hit points. If the wearer is ever brought to -10 hit points, the magic of the armbands cannot save him. Faint Abjuration; CL 5th; Craft Wondrous Items, bear’s endurance, cure minor wounds or vampiric touch, 5+ ranks in Heal; Price 33,500gp.
  • Bracers of Arcane Fusion

    magic items bracers
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    1 Posts
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    halfgiantH
    [image: Qx2hc7t.png] [image: QPc6CFR.png] Bracers of Arcane Fusion.docx
  • Great Crossbow, "The Dwarven Mauler"

    magic items crossbow
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    1 Posts
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    halfgiantH
    [image: RWZd2IS.png] [image: 8RrWuqG.png] Great Crossbow Mauler.docx
  • Staff of the Netherlight Magi

    magic items staff
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    1 Posts
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    halfgiantH
    [image: pIEAu4d.png] [image: 3xJGyI0.png] Staff of the NetherLight.docx
  • Thought Bottle

    magic items wondrous items
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    halfgiantH
    Thought Bottle A flask of thick green glass, a thought bottle can be used to store thoughts, memories, experience, or spells. A single bottle can hold five thoughts or memories at a time, or a single creature’s current experience, or a single spellcaster’s collection of prepared spells. Any individual that touches the bottle and speaks the command word instantly gains a general knowledge of the bottle’s contents, but doesn’t actually access the thoughts, memories, or spells within until she consciously decides to do so. Storing or retrieving anything from a thought bottle requires a full-round action that provokes attacks of opportunity. Thoughts: The bottle can store specific ideas, communications, or conclusions. Once a memory is stored, it disappears from the user’s mind, but she remembers the general nature of the stored thought. For example, if the user stored the name of a murderer, that name would disappear from her memory and be unrecoverable from her own mind by any means, though she would know that the thought bottle now contains the murderer’s name. Similarly, secret messages and intelligence can be hidden in a thought bottle to pass them to someone else. Memories: The user’s recollection of a single day’s events can be stored in the bottle. Once stored, the user remembers the general nature of the memory (“the day we performed the Ritual of Binding”) but loses all details of the event itself. Experience: A thought bottle can be used to offset level loss as a restoration spell can, but is effective against level loss that even restoration can’t undo (including levels lost due to death, but not the negative levels bestowed by magic items such as a holy weapon). When a user’s experience has been stored within the bottle, he can subsequently access the bottle to restore his XP total to exactly what it was when it was last stored, negating any levels lost in the interim. Storing experience in the bottle is difficult, and the user must pay 500 XP (deducted before storing) to do so. Only the creature that stored experience can retrieve it, but if the bottle is destroyed or lost, the user suffers no ill effects. Spells: An owner who prepares spells can store some or all of her memorized spells in a thought bottle. Any spell she puts into the thought bottle is expended as if she had cast it, but the spells in the bottle can then be retrieved at any later date to be prepared as normal. Wizards often use this function of the bottle to create a kind of backup spellbook, concealing thought bottles in well-hidden bolt-holes against the eventuality of their grimoires being stolen or destroyed. Only the character who stored the spells can retrieve them, and if the bottle is destroyed, the stored spells are lost with no effect. Strong enchantment; CL 13th; Craft Wondrous Item, demand, modify memory; Price 20,000 gp; Weight 1 lb. [Complete Arcane – Page 150]
  • Figurine of the Dwarven Forge

    magic items forge
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    halfgiantH
    Figurine of the Dwarven Forge Aura faint transmutation; CL 5th; Slot none; Price 15,000 gp; Weight 1 lb. DESCRIPTION These stone and steel figurines depicting a forge and anvil are warm to the touch and give off a faint red glow. On command, the figurine enlarges to become a full-sized working forge with a magical fire burning within. The forge occupies a 10-foot-by- 5-foot area, and its transformation fails if sufficient space is unavailable. A second command word returns the forge to its original, miniature size. When a magic scroll containing a single spell is tossed into the forge, the scroll is consumed in flame. Thereafter, the forge and anvil provide that spell for the use of magic item creation in conjunction with Craft Magic Arms and Armor. This allows the crafter to use the stored spell as a prerequisite for multiple magic items. If a new scroll is consumed in the forge’s flame, it replaces the current spell. A spell remains available for use indefinitely until replaced. In addition, once per day, if touched to a melee weapon made primarily of metal as a standard action, the figurine grants that weapon the igniting special ability for 1 minute. CONSTRUCTION REQUIREMENTS Feats Craft Wondrous Item; Spells flame blade, heat metal, shrink item; Cost 7,500 gp Reference: https://www.d20pfsrd.com/magic-items/wondrous-items/e-g/figurine-of-the-dwarven-forge/
  • Vest of the Artificer

    magic items body chest
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    halfgiantH
    [image: zu5NYS7.png] Vest of the Artificer.docx
  • Shield of the Protector

    magic items shields
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    112 Views
    halfgiantH
    [image: 6m2eOly.png] Shield of the Protector.docx
  • Ring of Energy Invulnerability

    magic items rings
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    1 Posts
    124 Views
    halfgiantH
    [image: O7JU0bl.png] ring-of-epic-energy-invulnerability.docx
  • Amulet of Mercy's Grace

    magic items neck-throat
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    1 Posts
    107 Views
    halfgiantH
    [image: nEiSCd5.png] [image: qbrfJRD.png] amulet-of-mercys-grace (3).docx
  • Gem of Dimensional Lock

    magic items gems
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    95 Views
    halfgiantH
    [image: Al4pSdw.png] Gem of Dimensional Lock.docx